PREMIUM & ULTIMATE Features

Near-Optimal Character Locomotion
Premium Interview January 7th, 2009

Near-Optimal Character Locomotion

Over the past few years, research in character animation has made huge progress — particularly in example-based motion synthesis, a technique that uses captured animations to generate new streams of motion. In particular, a recent paper entitled "Near-optimal Character Animation with Continuous Control" from the University of Washington at Siggraph 2007 is at the cutting edge of locomotion technology. ...

Sandbox Release #5: Behavior Tree Implementation and Core Framework
Ultimate Release January 4th, 2009

Sandbox Release #5: Behavior Tree Implementation and Core Framework

The fifth release of AiGameDev.com's sandbox, building towards an "industrial strength prototyping environment," focuses primarily on behavior trees. You'll find the code for implementing hierarchical logic using sequences, various forms of selectors, parallels and decorators/filters. The underlying implementation is based on a task scheduler, which allows the tree to be updated efficiently and reliably over ...

[Bonus] Research for Modeling Non-Linear Stories
Premium Masterclass December 29th, 2008

[Bonus] Research for Modeling Non-Linear Stories

In this session, Fabio Zambetta discusses the process of applying hybrid control policies (HCB) that combine fuzzy logic and discrete logic to story generation. In particular, he explains how to create the AI of high-level factions that can decide when and why to behave towards each other. The masterclass looks at strategies for controlling the outcome of such simulations, and uses a few examples to illustrate ...

Helios in METROID PRIME 3: Old-School Boss AI Meets Particle Swarms
Premium Interview December 20th, 2008

Helios in METROID PRIME 3: Old-School Boss AI Meets Particle Swarms

In this interview, Paul Tozour discusses his work on the AI of Metroid Prime 3, most notably the boss called Helios. He discusses the swarms in the game as the inspiration for Helios, and the various stages of the prototype. Paul also discusses the various levels of intelligence that goes into this multi-agent system, including the various forms of Helios: creature, shapes, swarm, multiple swarms, and ...

A-Life and NPC AI Behind S.T.A.L.K.E.R. Clear Sky
Premium Interview December 13th, 2008

A-Life and NPC AI Behind S.T.A.L.K.E.R. Clear Sky

In this interview, Dmitriy Iassenev talks about the A-Life and the NPC AI behind the Clear Sky prequel to the original S.T.A.L.K.E.R. Dmitriy discusses how they managed to deal with many more Stalker NPCs in the world, how the level-of-detail system works, ways for the designers to control the outcome of the A-Life simulation, and insights into the tuning process. On the individual AI level, Dmitriy discusses ...